• What are you working on? v19
    6,590 replies, posted
You know what I haven't done jack shit with in a long time? My [url=http://newvegasnexus.com/downloads/file.php?id=38339]shitty Pipboy/HUD color changer for the Bethbryo Fallouts[/url]. I'm going to let it save settings. And I'll translate it into Spañish.
[quote][url=http://i.imgur.com/QhWJr.png][img]http://i.imgur.com/QhWJr.png[/img][/url][/quote] WOOT!
[QUOTE=Rohans;30693472][url]http://en.wikipedia.org/wiki/Depreciation[/url] Not the right word, please try to remember this. So many people make the same mistake.[/QUOTE] However, by the time the book is printed and gotten into your hands, it has [i]depreciated[/i] in value :eng101:
Going strong on the C++ tutorials, might get done with it this week.
[QUOTE=SEKCobra;30696351]Futurama 614 615 ALso, I jsut realised Seriesly was taken down (Why did they include torrent links anyway...) and I probabl missed loads of new episodes coming out :S[/QUOTE] I think you missed the what are you torrenting thread
[QUOTE=SEKCobra;30696351]Futurama 614 615 ALso, I jsut realised Seriesly was taken down (Why did they include torrent links anyway...) and I probabl missed loads of new episodes coming out :S[/QUOTE] you have way too many tabs open
Lol fucking ace edit
[QUOTE=r4nk_;30696366]I think you missed the what are you torrenting thread[/QUOTE] No I am working on a TV Series managment program which I never mentioned before. Maybe. [editline]25th June 2011[/editline] [QUOTE=tangra;30696401]you have way too many tabs open[/QUOTE] 300 tabs isn't THAT much.
[QUOTE=Maurice;30686565]And now, because I am incredibly bored (as always): [url]http://filesmelt.com/dl/weeoo.gif[/url] (Warning, 5mb gif)[/QUOTE] Wow, I love it how most of them look like horizontally shifting patterns when you defocus your eyes, then focus again and they look like spinning 3d tubes.
That's kewl
I thought it looked especially badass before because of the sliders.
Remade my particle simulator in C# using XNA in ~3 hours. :what:
[media]http://www.youtube.com/watch?v=rugdfHjsTcI[/media] super crate box 2: resurrection
[QUOTE=SupahVee;30698829][media]http://www.youtube.com/watch?v=rugdfHjsTcI[/media] super crate box 2: resurrection[/QUOTE] Could you link me to whatever collision tutorial you used? I wanna rewrite my mess in Mari0 because it's a mess.
[QUOTE=Maurice;30698878]Could you link me to whatever collision tutorial you used? I wanna rewrite my mess in Mari0 because it's a mess.[/QUOTE] You could use this as a reliable collision detection: [url]http://www.metanetsoftware.com/technique/tutorialA.html[/url] Even works with triangles and spheres or even curved surfaces.
LOOK AT ME I'M POSTING CONTENT IN WAYWO [quote][img]http://i.imgur.com/lOswF.png[/img][/quote] IT'S JUST LIKE BEING A REAL PROGRAMMER What do you guys think of my colour scheme? [editline]lol[/editline] Oh yeah, LOL PENIS mode scatters text saying LOL PENIS all over the screen really fast to distract you. Also the starfield scrolls infinitely and the ground scrolls at 4x the speed.
[QUOTE=DrLuke;30699186]You could use this as a reliable collision detection: [url]http://www.metanetsoftware.com/technique/tutorialA.html[/url] Even works with triangles and spheres or even curved surfaces.[/QUOTE] That's overkill if all he wants is simple AABB physics like in Vee's videos.
[QUOTE=Jawalt;30690840]How is that cylinder modelled/made that there is a line where there is? It's not just a fan of triangles from the center? I ask because I'm writing a library to generate a bunch of shapes, for the fuck of it mostly, and I don't know if there's a better way of making cylinders or even circles I'm unaware of?[/QUOTE] all the shapes are entirely generated by the physics engine i'm using so i couldn't really tell you, but you could take a look if you want cuz it's open source: [url]http://code.google.com/p/newton-dynamics/[/url] note that the outlines are different from the actual mesh which still uses triangles (can't put arbitrary shapes into a VBO) [editline]25th June 2011[/editline] in case anyone's wondering, the entire thing is built on newton & opentk
[QUOTE=Jawalt;30690840]How is that cylinder modelled/made that there is a line where there is? It's not just a fan of triangles from the center? I ask because I'm writing a library to generate a bunch of shapes, for the fuck of it mostly, and I don't know if there's a better way of making cylinders or even circles I'm unaware of?[/QUOTE] If you do it like this: [img]http://i.imgur.com/rQZqV.png[/img] You have one less vertex (and thus polygon). It's how valve does it too.
If they were in a fan-like pattern with one vertex in the middle, that'd actually be 2 polys bigger. But yeah.
[QUOTE=ThePuska;30699735]If they were in a fan-like pattern with one vertex in the middle, that'd actually be 2 polys bigger. But yeah.[/QUOTE] Pft, you and your maths.
[QUOTE=Ehmmett;30699885]Apparently I can't show you because Fraps doesn't want to record it and CamStudio is incapable of compiling a video that will play. So I'll describe it and put up a screen shot. Using 'fake' cursors in GlovePIE, I made a small portal game to play with a joystick. Left joystick button makes a blue portal, right makes orange, and you move the joystick about to move around the 'player' cursor. It had sound effects and cursor images and everything too. [img]http://i.imgur.com/e7Y3x.png[/img] Simple, but fun.[/QUOTE] Now make the portals teleport the actual cursor.
[QUOTE=Chris220;30699361]That's overkill if all he wants is simple AABB physics like in Vee's videos.[/QUOTE] You don't have to implement it all. Just go as far as implementing AABB physics. I just liked the tutorial very much for the visual representation and actual math, instead of a readily done code solution being spewed out into your project (where's the fun at that?)
[QUOTE=Ehmmett;30700270]easily done. [editline]25th June 2011[/editline] oh also the borders of the screen act as 'portals' too.[/QUOTE] Now draw up levels in paint and play them with your mouse. [editline].[/editline] [url]http://i.imgur.com/09kRj.png[/url] (Only green walls are portalable)
[QUOTE=DrLuke;30700222]You don't have to implement it all. Just go as far as implementing AABB physics. I just liked the tutorial very much for the visual representation and actual math, instead of a readily done code solution being spewed out into your project (where's the fun at that?)[/QUOTE] As far as I can tell, AABB physics are still being handled by SAT, even though you could entirely cut out the projection bit and just use the Min and Max vectors of the AABB. Maybe I'm missing something though, I've always found that particular article very hard to read... no idea why.
Hey guys, I just finished the video for the Albino engine and Cantankerous (hover tanks game). Some of you might remember the project from some time ago, finally got around to making a video for it. This is the project for lazy people: [img]http://i.imgur.com/AAsG9.jpg[/img] [b]Video:[/b] [hd]http://www.youtube.com/watch?v=n8ZQxAYQiJk[/hd]
[QUOTE=Ehmmett;30700851]There is no physics though. It's an Input programmer, not a game engine.[/QUOTE] Yes you're supposed to act like there's physics.
[QUOTE=r4nk_;30700712]Hey guys, I just finished the video for the Albino engine and Cantankerous (hover tanks game). Some of you might remember the project from some time ago, finally got around to making a video for it. This is the project for lazy people: [img]http://i.imgur.com/AAsG9.jpg[/img] [b]Video:[/b] [hd]http://www.youtube.com/watch?v=n8ZQxAYQiJk[/hd][/QUOTE] That's really cool! I laughed at how the tanks fly around everywhere when the balls hit them, makes for a brilliant twist on the standard explosive shot :P
[img]http://i.imgur.com/UdpUF.png[/img] Enemies!
[QUOTE=Nigey Nige;30702479][img]http://i.imgur.com/UdpUF.png[/img] Enemies![/QUOTE] Is that terrain randomly generated?
Sorry, you need to Log In to post a reply to this thread.